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Liquidnitro

Software Engineer || (plugin and libraries)

Hyderabad, India
4+ years exp
Full-time
Posted 2d ago
0 views
Actively Hiring Urgent Opening Direct 1-Click Apply

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Job Description

Software Engineer II - Client

About Us

Liquidnitro Games is India’s flagship live
services and game production company, founded by industry veterans with a
proven track record in producing massively successful games & live
services. For game companies, studios and publishers worldwide – we offer world
class game development expertise to power creativity, growth and profitability
in their games.

What’s in it?

We’re looking for a highly talented and
dedicated Software Engineer/Programmer who is passionate about developing
software systems for games. As a software engineer you will be building the
plugins, SDKs and shared libraries that our Unity and Unreal projects are built
on, working in small teams that work closely together to create reusable,
well-documented solutions that other engineers depend on every day. You will
work closely with the engineering lead to plan and streamline how these
libraries are built and rolled out, and will provide technical expertise,
establishing best practices, and driving innovation within the team.

Responsibilities:

  • Collaboratively working with
    other developers, artists, designers and the rest of the team to deliver
    well-architected and high-quality cross-platform mobile solutions.
  • Design, build and maintain
    reusable plugins, SDKs and libraries for Unity and/or Unreal, including the
    native Android and iOS layers behind them.
  • Own the public API surface of
    what you ship — versioning, backward compatibility, deprecation paths and
    upgrade guides for the teams consuming it.
  • Package and distribute
    libraries through UPM, .unitypackage or Unreal plugin formats, and keep them
    building cleanly across the engine versions our projects use.
  • Diagnose and resolve the
    problems specific to library work: dependency and symbol conflicts, engine and
    OS version fragmentation, build and link failures, and lifecycle or threading
    mismatches between engine and native code.
  • Write and maintain sample
    projects, integration documentation and automated tests so teams can adopt your
    libraries without hand-holding.
  • Collaborate closely with the
    cross functional game development teams to execute on the roadmap/vision of our
    games.
  • Estimate engineering effort
    during multiple stages of product life cycle.
  • Responsible for end-to-end
    development architecture, thus ensuring the code written to implement the
    architecture and design meets the highest standards regarding code quality and
    efficiency.
  • Stay up to date with the latest
    industry trends, tools, and techniques, and evaluate their potential
    application in the game development process.
  • Take part in regular code and
    design reviews to maintain consistency across the project.
  • Work closely with the
    engineering lead to scope, sequence and streamline library development, and to
    keep what you build aligned with the needs of the consuming project teams.
  • Actively use and refine
    AI-assisted workflows — code generation, review, test authoring, documentation
    and tooling — and share what demonstrably works with the team.

Plugin &

Library Development:

This role exists because libraries fail in
ways that game code does not. We want someone who has already run into these
problems and has opinions about them:

  • Designing a small, clean API
    surface and keeping it stable as the number of consumers grows.
  • Semantic versioning and
    managing breaking changes across multiple live projects sitting on different
    engine versions.
  • Native interop — JNI and
    Objective-C/Swift bridging, marshalling, and memory ownership across the
    managed/native boundary.
  • Dependency and transitive
    dependency conflicts: Gradle/AAR collisions, duplicate symbols, CocoaPods and
    Swift Package version pinning.
  • Build system integration:
    Gradle templates, Xcode post-process build steps, Unreal .Build.cs and .uplugin
    configuration.
  • Threading and lifecycle
    correctness — main-thread marshalling, application pause/resume, and background
    callbacks re-entering managed code.
  • Debugging failures inside a
    consumer’s project that you cannot reproduce locally: logging strategy,
    symbolication and crash triage.
  • Binary size, startup cost, and
    the implications of code stripping, IL2CPP or equivalent on what you ship.
  • Keeping up with editor tooling
    changes and first-party SDK and policy churn without breaking downstream
    projects.

Requirements:

  • Bachelor’s or Master’s degree
    in Computer Science, Engineering, or a related field.
  • 4+ years of experience in
    game/application development for mobile platforms (Android and iOS) using Unity
    and/or Unreal.
  • Demonstrable experience
    building and shipping plugins, SDKs or shared libraries that were consumed by
    other teams or external partners.
  • Strong C++ and C# skills, with
    solid architectural and software engineering fundamentals.
  • Hands-on native platform
    development in at least of Android (Java/Kotlin, JNI, Gradle) or iOS
    (Objective-C/Swift, Xcode build phases, CocoaPods).
  • Knowledge of common data
    structures and algorithmic solutions.
  • Experience with profiling and
    debugging mobile applications.
  • Understanding of Crashlytics
    and Google Play console.
  • Understanding of mobile
    application development guidelines defined by first parties (Apple and Google).
  • Familiarity with source
    control, CI and automated build pipelines for producing and publishing library
    artifacts.
  • Excellent written, verbal
    communication skills and critical thinking skills — for this role,
    documentation is part of the deliverable.
  • A genuine passion for gaming
    and a deep understanding of the gaming industry.
  • Demonstrated interest or
    hands-on experience with AI-assisted development workflows (Copilot, Claude,
    Cursor or similar), and the ability to adapt AI tools into day-to-day workflows
    to improve productivity — including judgement about where they help, where they
    do not, and how to review their output critically.

Good to Have:

  • Shipped titles live on Android
    or iOS.
  • Gameplay systems experience —
    Finite State Machines, Behaviour Trees, animation or physics integration.
  • Editor tooling: custom
    inspectors, importers or build automation in Unity or Unreal.
  • Rendering awareness — shaders,
    batching, draw call and overdraw budgets.
  • Integrating third-party game
    SDKs such as analytics, ads, IAP or attribution.
  • Performance work on low-end
    devices: memory budgets, GC pressure and frame pacing.
  • Open-source contributions or a
    published package used by others.

Benefits & Perks

vision of our

Frequently Asked Questions

How to apply for Software Engineer || (plugin and libraries) at Liquidnitro?

Click the "Apply on Company Website" button on this page to submit your application directly on the employer's official portal.

What is the salary for this role?

Salary details will be discussed during the interview.

What experience is required?

4+ years of experience is required.

Is this position still open?

Yes, currently active and accepting applications.

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Liquidnitro

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Software Engineer || (plugin and libraries)

Liquidnitro · Hyderabad

Apply on Company Website